Learning Backgammon—Breaking Down the Game
By Phil Simborg
The best way to learn the game is not
just by playing, although that is essential, but by breaking down the game into
key segments and studying and learning those one at a time. The game is simply too varied, too confusing,
and there’s just too much to to take in, absorb, and remember everything.
Even if you are a highly experienced player, it is helpful
to break your game down into these segments and see where you could use
improvement.
In my lessons, I always try to concentrate on one or two
areas at a time so that we can thoroughly discuss and learn that aspect of the
game before moving on. A list of the
areas of play also helps me assess strengths and weakness and that allows my
students and I to determine where to spend our time in future lessons.
Following is a list of my breakdown of those areas and the
lessons, pretty much in the order we attack them:
- Opening
Moves—you simply have to learn and memorize the best moves
- Backgammon
odds—the basic odds of the game including odds of hitting, odds of making
points, odds of winning, and why it is important to understand those odds
- Pip
Counting—the importance of the race and learning how to count pips
- Early
Checker play—the second and third moves, and basic checker strategy
- Duplication—when
it applies and how to use it.
- The
Doubling Cube for money games—we start with money games because the take
point and cost of gammons is always the same and it’s the easiest to
learn.
- The
Doubling Cube for match play—we get into match equity and take points, but
I also believe that for beginner and intermediates, there are strategies
that don’t use the pure mathematic approach that will work better at that
level
- Rules
of thumb—simply memorizing and understanding some basic rules of thumb of
the game that I have compiled over the years
- DMP
and 2-away/2-away cube and checker play strategy
- Crawford
and post Crawford cube and checker play strategy
- Giving
the Cube—basic thought process and strategies when thinking about giving
the cube
- Taking
the Cube—basic thought process and strategies when thinking about taking
the cube
- Bearing
your checkers in to your inner board
- Bearing
checkers off
- Playing
back games
- Defending
back games
- Playing
holding games
- Defending
holding games
- Going
for gammons and backgammons
- Preventing
gammons and backgammons
- Prime
vs. Prime games
- Market
Losers…how they affect cube decisions
- Communication—keeping
your checkers in range of each other
- Off-balance
hitting…hitting at times that may seem counter-intuitive
- Using
the bots—how to best use Extremegammon as a learning tool
- Key
reference positions and key numbers—some positions and numbers you simply
need to have in your memory bank that will help you make better decisions
over the board
- Playing
your opponent—how to adjust your game for the different skill levels and
individual traits of your opponents
- Tournament
play—strategies and ideas to help do better at tournaments
- Money
play and chouette play—strategies that apply specifically for money play
- Applying
ROT and MCV theory
- Applying
Robertie’s Law of Market Losers
- Applying
Simborg’s Law
- Applying
Woolsey’s Law
- When
to go for the gammon and when to cash
- Shortcuts
to remember take points and price of gammons
- Major
game plans, strategies, and methodology for decision-making
- Pip counting techniques
- Trice Formula
- Keith Count
- DMP play
- Gammon Save play
- Gammon Go play
- Attitude and psychology to optimize performance and enjoyment
home: http://www.simborgbackgammonlessons.com/
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